Level
4th
Casting Time
1 Action
Range/Area
90 ft.
Components
None
Duration
Concentration
School
Conjuration
Attack/Save
None
Damage/Effect

Summon Delerium Elemental
4th-level contaminated conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a delerium fragment worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
When you cast this spell, you gain 1 Contamination Level.
You call forth a contaminated elemental to do your bidding. Choose air, earth, fire, or water. Eldritch energy conjures a contaminated elemental of the chosen type, which appears in an unoccupied space within range: either an animated sludge (water), entropic flame (fire), living haze (air), or walking geode (earth). Each uses the summoned delerium elemental stat block below, but gains different traits based on the chosen element used to conjure the elemental. The elemental disappears when it drops to 0 hit points or when the spell ends.


The elemental is friendly to you and your companions for the duration of the spell. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys any verbal command you give it (no action required by you). If you don’t give any commands, it attacks the closest hostile creature it can see, moving towards it by the most direct route.
The elemental doesn’t disappear if you lose concentration on this spell. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it attacks you.


An uncontrolled elemental can’t be dismissed by you, and it remains until it is destroyed.

Delerium Elemental
Large elemental
Armor Class 12 + the level of the spell


Hit Points 60 + 10 for each spell level above 5th


Speed 40 ft., burrow 40 ft. (walking geode only); fly 60 ft. (living haze only); swim 40 ft. (animated sludge only)

STR       DEX      CON     INT     WIS      CHA
19 (+4) 14 (+2) 18 (+4) 5 (-3) 11 (+0) 7 (-2)
Damage Resistances necrotic, poison
Condition Immunities contamination, exhaustion, paralyzed, poisoned, petrified, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak

Challenge – Proficiency Bonus Equals your proficiency bonus

Amorphous Form (Animated Sludge, Entropic Flame, and Living Haze).

The delerium elemental can move through a space as narrow as 1 inch wide without squeezing.


Deep Haze (Living Haze Only). The delerium elemental can enter a hostile creature’s space and stop there. A creature who enters or starts its turn in the same space as the delerium elemental must make a Constitution saving throw. It takes 2d6 necrotic damage on a failed saving throw.

Actions
Multiattack. The elemental makes a number of slam or hurl flame attacks equal to half this spell’s level (rounded down).


Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage.


Hurl Flame (Entropic Flame Only). Ranged Weapon Attack: your spell attack modifier to hit, range 120 ft., one target. Hit: 1d10 + 2 + the spell’s level fire damage. Before or after making this attack, the delerium elemental can teleport up to 10 feet to an unoccupied space it can see.


Grasping Tide (Animated Sludge Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 2d8 + 4 + the spell’s level bludgeoning damage, and the target is grappled (escape DC 16).

Shard Slam (Walking Geode Only). A creature hit by the delerium ele- mental’s melee attacks must make a Strength saving throw. On a failed saving throw, it is pushed 10 feet away from the delerium elemental


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Available For: Druid Wizard

Renzig

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